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Dev Blog 5 - Mech Warfare - Part I


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#41 HIemfire

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Posted 07 March 2012 - 11:21 AM

View PostSilentWolff, on 07 March 2012 - 11:20 AM, said:

This. Where are our screenshots and video!
( I know Mechwarriors are never satisfied)

Quote

Posted Image (Note: This is an ACTUAL IN-GAME screenshot)


one for you

#42 Brakkyn

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Posted 07 March 2012 - 11:22 AM

This, here...this is what I have been waiting for...

Thank you, PGI.

And a bonus screenshot to boot...awesome!

#43 ScrewCityChris

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Posted 07 March 2012 - 11:22 AM

Hold on, busy throwing money at my computer screen

#44 Evinthal

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Posted 07 March 2012 - 11:22 AM

Tiny little nit pick here: "Coming out of this triangle are an arrow, to represent the direction the ’Mech’s feet are facing" shouldn't that be "Coming out of this triangle is an arrow, to represent the direction the ’Mech’s feet are facing"?

Other than that, WOOOOOOOOOOOOOOOOOOOOOOOOOO. *ahem* now then, how about a video? *nudgenudgewinkwink*

#45 Chuckie

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Posted 07 March 2012 - 11:22 AM

Not to be a Debbie Downer.. But will we see specific GDC announcements and releases special to GDC..

I.E. In game footage, etc.. :)

I only ask because I have work I should be doing.. but dont want to miss anything :D

#46 Damocles

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Posted 07 March 2012 - 11:22 AM

ya'll gonna need a new section in media for IN GAME SCREENS

yay!

#47 phalanx

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Posted 07 March 2012 - 11:23 AM

Posted Image

My favorite part is the innovative Movement scheme.

But I would like to hear about the Cockpit Monitors, and in particular what relation they have to the modules.

#48 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:23 AM

Flamers + possible ammo explosions = very annoying light mechs.

#49 Romeox

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Posted 07 March 2012 - 11:24 AM

Awesome, the controls are EXACTLY the same like in MWLL xD

#50 Risky

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Posted 07 March 2012 - 11:24 AM

Now for the UrbanMech with Hellokitty paint job to be announced!

#51 SI The Joker

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Posted 07 March 2012 - 11:25 AM

View PostSkwisgaar Skwigelf, on 07 March 2012 - 11:23 AM, said:

Flamers + possible ammo explosions = very annoying light mechs.


*rubs hands together with a wicked grin*

Exactly.

#52 Dihm

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Posted 07 March 2012 - 11:25 AM

View PostInnerSphereNews, on 07 March 2012 - 11:03 AM, said:

Trees and other larger solid obstacles can stop a BattleMech dead in its tracks.
BattleMechs will take damage if they fall from too high up. The amount of damage sustained will increase with the fall height.

Wait a minute... that's a pretty damn sturdy tree. That may need to be looked in to and adjusted.

Also.. if they fall from too high up? So no damage on a normal fall, from, say, taking too much damage? The act of falling itself doesn't deal damage correct?

#53 Damocles

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Posted 07 March 2012 - 11:25 AM

I might ask this for Q&A but...I'll throw it out here:

RE: Mech Operations (Movement) - does Pivot refer to just torso-twisting or is that an 'in-motion' pivot on the foot?

#54 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:26 AM

Pivot = torso twist.

Dihm, I'm betting they mean not just falling but also landing after JJ'ing. May need to feather those jets a bit coming down in a big boy.

#55 Hardcover

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Posted 07 March 2012 - 11:27 AM

I'm glad to see actual concrete information about gameplay, and I'm eagerly waiting for MechLab information, but given how the controls are going to work, I'm starting to wonder about how well the controls will translate to those of us who want to play using HOTAS setups. I've got a Saitek X52 set that I dug out and dusted off specifically because of MWO, and if I don't get to use it, I will be a sad panda.

I'll still play, in all probability, but it's just that I'd rather play with a joystick and a throttle, as I have for all previous MechWarrior games, rather than keyboard and mouse.

#56 Ranger207

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Posted 07 March 2012 - 11:28 AM

View PostHardcover, on 07 March 2012 - 11:27 AM, said:

I'm glad to see actual concrete information about gameplay, and I'm eagerly waiting for MechLab information, but given how the controls are going to work, I'm starting to wonder about how well the controls will translate to those of us who want to play using HOTAS setups. I've got a Saitek X52 set that I dug out and dusted off specifically because of MWO, and if I don't get to use it, I will be a sad panda.

I'll still play, in all probability, but it's just that I'd rather play with a joystick and a throttle, as I have for all previous MechWarrior games, rather than keyboard and mouse.

Just about positive we'll be able to use joysticks.

#57 Damocles

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Posted 07 March 2012 - 11:28 AM

I doubt any HOTAS will have trouble mapping controls to it, but as always concrete info on that would be appreciated

#58 Skwisgaar Skwigelf

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Posted 07 March 2012 - 11:29 AM

They have said in the past that they are working on peripheral compatability. Plus in some of the pics (I think it was Bryan's desk?) there were HOTAS setups for testing.

#59 LordKelvin

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Posted 07 March 2012 - 11:31 AM

I have so, so, SO many questions to ask once the Q&A session begins...

#60 Hartsblade

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Posted 07 March 2012 - 11:32 AM

Great amount of info!! Can't wait to see part 2!





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